creative technology / new media
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CA1
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The Creative Technology bachelor may be characterized
as primarily an integrative curriculum.
In comparison with the other curricula that are
offered at EWI and CTW, the Creative Technolgy curriculum aims
at attracting a wider range of students, that differ from students
in the other curricula by possibly a non-technical profile
and, more importantly, a high motivation to be creative with
technology.
To accommodate this type of students, consequently,
a different approach to education is necessitated,
in which there is sufficient tolerance for a wider range of talents
and which offers projects that are sufficiently motivating
for young students with creative aspirations.
In order to find a proper balance between academic skills
and competences and creative opportunities,
we offer three types of courses:
- disciplinary courses -- traditional approach, with regular courses and assignments
- project-based work -- lectures to support active exploration of topics by students
- creative applications -- challenges, to produce viable solutions for real world applications
Both disciplinary courses and project-based work
are akin to traditional computer science and engineering courses.
Creative applications differ from these, in an essential way,
by offering creative challenges that surpasses mere problem-solving
or even problem-finding, allowing students to take
initiative and gain experience in self-organisation in
projects with an intrinsic element of public exposure,
offering a real challenge for their creative capabilities.
In addition to the regular courses and creative applications,
we find it important to offer space for
- creative explorations -- in art, science and technology
which allow for inspiration by and reflection on,
among others, the role of mathematics in art,
both from a historical perspective and
in contemporary art and design.
Although the need to include creative training
in academic curricula is widely recognized,
see for example the IIP/CREATE report (Appendix ),
it is not immediately obvious how to do that!
In close cooperation with CTW (Industrial Design)
we offer a mix of explicit attention for creative processes,
such as brain-storming and out-of-the-box thinking,
and a more implicit approach which comes down to
providing adequate challenges and support for
self-organisation, initiative and a relative degree of autonomy,
together with inspirations from pioneers in art, media and design,
among others in the creative explorations.
Moreover, for the creative applications, we seek
active involvement with regional institutes
(such as the Creative Factory) and representatives
of the (local) creative industry (directly and
through our contacts with syntens),
to ensure both challenging projects and public exposure.
Creative applications and projects are
explicitly meant to allow students to develop
themselves according to personal motivation and interest,
and to assume a role in the group that best
fit their individual talent(s).
However, to guarantuee a sufficient degree of participation
as well as individual (academic) qualification(s),
additional mechanisms of supervision and
control are necessary, among which gropu discussions
and periodic peer-reviews, in which students assess
the productivity, quality and creativity of
of other students contributions, as well as the responsibility
taken in the overall group process.
This approach ensures that students
learn, apart from the necessary skills and competences,
how to communicate and function in a group, thus
gaining experience which is critically needed
for a successful career in the creative industry,
which is simultaneously competitive as well as higly
dependent on collaboration and group dynamics.
To the extent that we allow for a high degree
of autonomy and encourage individual creativity,
one may speak of a change of paradigm in educational
approach, in relation to the other engineering and
computer science curricula.
In this respect, our curriculum more closely
resembles the approach taken for Industrial Design.
Yet, in comparison, our approach differs
in an essential way from the just-in-time
learning adopted for Industrial Design,
since we provide ample space for
courses of a more disciplinary nature,
that is courses in which the students gets familiar
with the fundamentals of the technologies involved.
In the creative applications, however, as well as
in the bachelor projects,
we encourage students to develop their individual
talents, and,
in cooperation with other students and possibly
external experts, create applications
in multi-disciplinary teams that merit public exposure!
[_]
readme
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
-
creative exploration(s)
/
serious games
/ ethic(s) -
resource(s)
_
#
@
!
(C)
Æliens
2014